RolePlay onLine RPoL Logo

, welcome to Rogue Trader: Savage Worlds

15:22, 26th April 2024 (GMT+0)

Character Creation.

Posted by GMFor group 0
GM
GM, 15 posts
Sat 30 Oct 2021
at 22:47
  • msg #1

Character Creation


Character Creation:

After creating a Novice character, characters choose a Career and receive a pre-chosen selection of 8 advances (enough to put them at the beginning of Veteran level). Skill increases from this template do not cost extra if they exceed the linked Attribute.


Unavailable or Altered Edges:

Fame, Rich and Filthy Rich cannot be taken, as the Prestige and Funds systems make them redundant.

Connections cannot be taken, they are replaced with Favours.

The Arcane Backgrounds available are Psi, Miracles and Navigator. See the Astropath, Missionary and Navigator careers for details on how they work.

If a character takes Arcane Background (Psi) without being an Astropath, they are a rogue psyker, and gain a major Secret hindrance for no additional points.

Arcane Background (Miracles) is limited to those who are true devotees of the Imperial Creed—which describes few people even in the Imperium. The effects are relatively subtle, though those who know what to look for will see the hand of the Emperor. If the user cannot speak loudly and clearly from the sacred scriptures of the Ecclesiarchy when using a power, the casting roll is at -2.


New Edges:

Augmented (N): Gain 4 Strain worth of bionics.

Balance The Books (N, Academics d10+ or Seneschal career): Once per Venture, you can trade 1-3 Achievement Points you have gained from that venture for the same amount of Funds, or vice versa.

Cleanse & Purify: Weapons with the Flame trait deal +2 damage when used by you. Enemies making Evasion rolls against your attacks with Flame weapons take a -2 penalty, while allies gain +2.

Cog Whisperer (S, Electronics d10, Repair d10): The bonus from a Mind Impulse Unit bionic link is increased to +2.

Flight Marshal (N, either Piloting d10 or Voidmaster career): If a Squadron the character is part of would be destroyed, they can make a Piloting check to avoid it. Once per Strategic Turn, they can reroll the results of a damage roll or a Hit and Run attack against a starship from an attack craft Squadron they are leading,

Friends in High Places: This Edge applies to a certain specific organisation. Once per story, the player can use an additional Favour relating to that organisation.

Master of Gunnery (N, either Shooting d10 or Voidmaster career): Once per Strategic Round, an attack or damage roll the character makes with a starship weapon can be rerolled.

Master Helmsman (N, either Piloting d10 or Voidmaster career): Once per Strategic Round, the character can reroll a Piloting action made with a starship.

Master Negotiator (N, Persuasion d10+ or Senschal career): Once per session when making a purchase, you can treat it’s availability as being one level better.

Outrageous Fortune (V, Academics d10+ or Seneschal career): When you successfully resolve a Misfortune, you immediately gain 1 Prestige or 1 Funds.

Rite of Duplessence (S, Vigor d6+, Smarts d8+, Mechanicus Implants)
Elder Tech-Priests sometimes abandon their flesh entirely, becoming nothing more than an artificially sustained brain existing in a blessed state of pure thought. When one of them still wishes to travel, they may strike a bargain with a younger member of the Mechanicus to have their life support unit surgically attached to the cyber-frame of the other Tech-Priest, and wired into their senses. This is not one-sided, as the host can communicate with their partner and draw on their well of knowledge. The second brain automatically uses the Support action for any Smarts-based skills the character makes, rolling a d10 to do so with no Wild Die. Being in constant mental communication with another mind can be distracting, and the character also reduces their Notice skill by one die type.

Sings & Arrows (S, Academics d8+ or Seneschal career): When you ignore or fail to resolve a Misfortune, you gain 1 Funds if the Misfortune cost you Prestige, or 1 Prestige if the Misfortune cost you Funds.

Troubleshooter (N, Academics d8+ or Seneschal career): You gain +1 on all checks to handle a Misfortune.

Untouchable (N, Improved Arcane Resistance): The character and everything within 5ft / 1” of them is immune to the direct effects of all Powers (friendly or enemy), and any Daemon or psyker within 5” of them is considered Distracted. The character suffers a -2 to Persuasion checks.

Upgradeable: The character increases their Strain capacity to 4 + (lower of their Toughness or Spirit die types)
This message was last edited by the GM at 10:22, Sun 05 Dec 2021.
GM
GM, 16 posts
Sat 30 Oct 2021
at 22:49
  • msg #2

Dynasty Creation

Creating Your Dynasty

Decide on the current status of your Dynasty, and allocate points to determine your starting resources.

First Of Your Name: You have only recently received the Warrant of Trade, and it is now up to you to build your humble beginnings into a mighty dynasty.

Fallen Dynasty: Though old and storied, your dynasty has suffered much misfortune, and is a shadow of what it once was. It falls to you and your allies to either restore your house to former glories, or see it wither to nothing.

Agents of the Mighty: Your dynasty is well-established elsewhere, and the leaders of the house have sent you into new territory to expand their holdings.


Starting Dynasty:
Spend 8 points on the following, spending at least 1 point in each category.

Starting Ship (1-4):
1: Jericho
2: Universe, Carrack, Orion, all Raiders and Frigates
3: All Light Cruisers, Conquest
4: All Cruisers

Personal Equipment (1-3):
Every point gives each player two starting points to make rare purchases with before the game starts.

Dynasty Funds (starting Asset) (1-3):
1pt for Minor Asset, 2pts for Major Asset, 3pts for Grand Asset.

Prestige (1-3):
Every point gives the Dynasty two points of starting Prestige.
GM
GM, 17 posts
Sat 30 Oct 2021
at 22:55
  • msg #3

Careers

Rogue Trader:
Attributes: Smarts +1, Spirit +1
Skills: Battle +1, Common Knowledge +1, Persuasion +2
Edges: Command, Natural Leader, Jack-Of-All-Trades, one Background Edge

Starting Equipment: Any one pistol, chainsword, mesh armour.



Arch-Militant:
Attributes: +1 to two physical attributes or +2 to one
Skills: Battle +2, Fighting +2, Shooting +2
Edges: Any three Combat Edges

Equipment: Carapace armour, any four weapons of Very Rare or lesser rarity.



Astropath Transcendent::
Attributes: Spirit +2
Skills: Psionics +2, Occult +2
Edges: Arcane Background (Psionics), Astrotelepathy, Soulbound, one Power Edge

Soulbound: The Astropath has survived exposure to the boundless glory of the Emperor Himself, burning out her vision but leaving her with a powerful resistance to daemonic forces. The Astropath gains a +4 bonus on any check made to resist the powers of a daemon (but not their physical attacks), and any opposed check against a daemon, and can reroll once on the Dynamic Backlash table. Though blind, her vision is functionally equal to a normal human and she is immune to blindness from a photon grenade, the Blind power, etc. The one restriction is that Pariahs (soulless humans with no warp signature) are invisible to her.

Astrotelepathy: The signature ability of the Astropaths is their ability to send telepathic messages to other psykers over vast distances, enabling interstellar communication across the Imperium. Using Astrotelepathy, a message up to 50 words or one minute’s worth of speech can be transmitted. This requires a Psionics check with the modifiers below and ten uninterrupted minutes, and inflicts a level of Fatigue on the Astropath. On a raise, no Fatigue is incurred. On a failure, the message is not sent at all, or is only received as nonsensical fragments. On a critical failure, it is sent, but is garbled enough to be dangerously misleading or is interpreted by a hostile force while en route. This also enables the Astropath to use psychic powers in Ship Combat.

Close Range (same solar system): +2
Medium Range (same sector):0
Long Range (same segmentum): -4
Extreme Range (different segmentum): -6
Broadcast (will be received by every psyker in the area): -2
Quick Transmission (1 minute): -2
Instant Transmission (1 action): -4
No Encryption: +2
Routine Encryption: +0
Paranoid Encryption: -2

Arcane Background (Psionics):
Skill: Psionics
Power Points: 10
Starting Powers: 2 Telepathy + 1 from any discipline

An Astropath can access the following Disciplines, but they cannot have more non-Telepathy powers learned at any time than they do Telepathy powers.

Telepathy:
Mind Link, Mind Reading, Mind Wipe, Terrify (Fear), Empathy, Confusion, Puppet

Divination:
Emperor's Tarot (Divination), Object Reading, Clairvoyance

Pyrokinesis:
Burst (fire trapping), Blast (fire trapping), Damage Field (fire trapping), Light / Darkness (hovering flame / smoke cloud)

Telekinesis:
Telekinesis, Barrier (force trapping), Blast (force trapping), Deflection, Havoc, Stun

Theosphany:
Arcane Protection, Banish, Relief

Voidfrost:
Bolt (cold trapping, Slow +1), Damage Field (cold trapping), Sleep, Environmental Protection



Explorator:
Attributes: Smarts +2
Skills: Repair +2, Electronics +2, Hacking +2
Edges: Mechanicus Implants, Mr Fix-It, Upgradeable

Mechanicus Implants (N, Explorator career, starting character only): The character has received cybernetic modification as part of their initiation into the blessed mysteries of the Adeptus Mechanicus, replacing weak flesh with flawless machine. The character receives a Power Cell, an MIU and a Cortex Implant.

Starting Equipment: Any 1-Strain bionic implant, carapace armour, plasma pistol or inferno pistol, any one special weapon, power axe.



Missionary:
Attributes: Spirit +2
Skills: Faith +2, Intimidate +2, Persusion +2
Edges: Arcane Background (Miracles), Rabble Rouser, Strong Willed

Arcane Background (Miracles):
Skill: Faith
Power Points: 10
Starting Powers: 3

Powers: Abjure The Witch (Dispel), Armour of Contempt (Arcane Protection), Bastion of Faith (Protection), Emperor’s Mercy (Healing), Exalt The Faithful (Boost Trait, physical Traits and combat skills only -1), Exorcism (Banish), The Emperor Provides (Environmental Protection), Imperial Tarot (Divination), Righteous Fury (Smite), Witch Sense (Detect Arcana), Wrathful Countenance (Fear)

Starting Equipment: Flak armour, hellpistol, either flamer, hand flamer or heavy flamer, one melee weapon.



Navigator:
Attributes: Spirit +2, Vigor +1
Skills: Notice +2, Occult +2, Warpcraft (new skill, Spirit) +2
Edges: Arcane Background (Navigator), Level Headed, Warp Eye
Hindrances: One Major or two Minor Hindrances from: Anemic, Clumsy, Delusional, Mute, Obese, Slow, Ugly. The points for these Hindrances are already spent.
Special: The Infravision, Natural Weapons (d6) or Slow Regeneration creature traits can be chosen as Edges for Navigators.

Warp Eye: The character has a third eye in the centre of their forehead, the conduit for their Warp manipulation and navigation abilities. This enables Warp navigation, and the use of the Detect Arcana power at will, at no power point cost.

Arcane Background (Navigator):
Special: A character cannot take this Background after character creation, and a Navigator can never take any other Arcane Background.
Skill: Warpcraft (Spirit)
Power Points: 10
Starting Powers: 2 + Lidless Stare

Powers: Banishment (Banish), Damn Their Eyes (Blind, Medium Blast +2), Gaze Of The Abyss (Fear, Medium Blast +2), Lidless Stare (Blast, Damage +2), Safe Course (Deflection, self only -1), Utter Clarity (Darksight + Farsight , 3pp, lasts 1 hour), Warp Time (Sloth, Medium Blast +2), Withering Glare (Lower Trait, reduces Strength and Vigor at once, -2 to overcome, 3pp)

Starting Equipment: Hellpistol, mesh armour.



Seneschal:
Attributes: Smarts +2
Skills: Academics +2, Research +2, Persuasion +2
Edges: Charismatic, Scholar, one Social Edge, or one with the Seneschal career as a pre-requisite.

Equipment: Mesh armour, any one pistol, shock maul, servo-skull for note taking.



Voidmaster:
Attributes: Agility +2
Skills: Battle +2, Pilot +3, Shooting +3
Edges: Ace, any one Edge with the Voidmaster career as a pre-requisite.

Starting Equipment: Carapace armour, any one small space-capable vehicle customised to their needs, shotcannon, flamer or boltgun, shock maul or chainsword, hand cannon or bolt pistol.



Additional starting gear costs 1 point for a Rare item, 2 points for a Very Rare item and 3 points for a Near Unique item (from the points gained when creating the dynasty). Abundant & Common items cost nothing (and it is assumed such items will be readily available from the supplies of their ship if needed).
This message was last edited by the GM at 01:16, Mon 22 Nov 2021.
GM
GM, 18 posts
Sat 30 Oct 2021
at 22:57
  • msg #4

Weapons

Pistols:
Autopistol: Range 12/24/48, Damage 2d6, AP 0, ROF 3, Ammo 24, STR d6
Bolt Pistol: Range 12/24/48, Damage 3d6, AP 4, ROF 1, Ammo 8, STR d6
Hand Cannon: Range 12/24/48, Damage 3d6, AP 2, ROF 1, Ammo 4, STR d6
Hand Flamer: Range Cone, Damage 2d8, AP 0, ROF 1, Ammo 6, STR d6, Flame
Hellpistol: Range 12/24/48, Damage 2d6+2, AP 1, ROF 1, Ammo 24, STR d6, Three-Round Burst
Inferno Pistol: Range 6/12/24, Damage 2d10, AP 8, ROF 1, Ammo 3, STR d6, Heavy
Laspistol: Range 12/24/48, Damage 2d6, AP 1, ROF 1, Ammo 36, STR d4, Three-Round Burst
Needle Pistol: Range 12/24/48, Damage 2d4, AP 0, ROF 1, Ammo 6, STR d4, Toxic (Lethal)
Plasma Pistol: Range 12/24/48, Damage 2d10, AP 4, ROF 1, Ammo 10, STR d6, Maximal, Overheat
Stub Gun: Range 12/24/48, Damage 2d6, AP 0, ROF 1, Ammo 6, STR d4
Web Pistol: Range 6/12/24, Damage 0, AP 0, ROF 1, Ammo 10, STR d4, Entangle


Rifles:
Autogun: Range 24/48/96, Damage 2d8, AP 0, ROF 3, Ammo 30, STR d4
Boltgun: Range 24/48/96, Damage 3d6+2, AP 4, ROF 3, Ammo 30, STR d8
Hellgun: Range 36/60/120, Damage 2d10, AP 3, ROF 1, Ammo 20, STR d6, Three-Round Burst
Lasgun: Range 36/60/120, Damage 2d8, AP 1, ROF 1, Ammo 30, STR d4, Three-Round Burst
Long-Las: Range 100/200/300, Damage 3d6, AP 4, ROF 1, Ammo 6, STR d6, Snapfire, Tactical Scope (reduce environmental attack penalties by 2)
Shotgun: Range 12/24/48, Damage 1/2/3d6, AP 0, ROF 1, Ammo 6, STR d4


Special Weapons:
Flamer: Range Cone, Damage 2d10, AP 0, ROF 1, Ammo 6, STR d6, Flame
Grenade Launcher: Range 30/60/90, Damage by grenade, AP -, ROF 1, Ammo 8, STR d8
Meltagun: Range 8/16/24, Damage 3d10, AP 8, ROF 1, Ammo 5, STR d8, Heavy
Naval Shotcannon: Range 12/24/48, Damage 1/2/3d6+1, AP 0, ROF 3, Ammo 12, STR d8
Needle Rifle: Range 80/180/240, Damage 2d6, AP 0, ROF 1, Ammo 6, STR d6, Snapfire, Toxic (Lethal)
Plasma Gun: Range 24/48/96, Damage 2d10, AP 4, ROF 1, Ammo 10, STR d6, Maximal, Overheat
Storm Bolter: +1 Shooting, Range 24/48/96, Damage 3d6+4, AP 4, ROF 4, Ammo 50, STR d10


Heavy Weapons:
Autocannon: Range 100/200/300, Damage 3d8, AP 3, ROF 3, Ammo 60, STR d12, Snapfire, Heavy
Heavy Bolter: Range 60/120/180, Damage 3d8, AP 5, ROF 3, Ammo 60, STR d10, Snapfire
Heavy Flamer: Range Cone +d6, Damage 2d10+2, AP 0, ROF 1, Ammo 10, STR d10, Flame
Heavy Stubber: Range 80/180/240, Damage 3d6, AP 1, ROF 4, Ammo 40, STR d8, Snapfire
Lascannon: Range 200/300/400, Damage 4d10, AP 12, ROF 1, Ammo 5, STR d10, Snapfire, Heavy
Missile Launcher: Range 100/200/300, Damage by missile, AP -, Ammo 1, STR d8, Snapfire
Multi-Melta: Range 12/48/72, Damage 4d10, AP 10, ROF 1, Ammo 10, STR d12, Medium Blast, Snapfire, Heavy
Plasma Cannon: Range 80/180/240, Damage 3d10, AP 6, ROF 1, Ammo 16, STR d10, Heavy, Maximal, Overheat, Small Blast, Snapfire


Grenades & Missiles:
Blind Grenade: Range 4/8/10, LBT, prevents vision into the area, fades on roll of 6 on 1d6 each round, 4+ or 5+ in windy conditions.
Frag Grenade: Range 4/8/10, Damage 2d6, AP 0, MBT
Frag Missile: Range -, Damage 2d6+2, AP 0, LBT
Krak Grenade: Range 4/8/10, Damage 4d6, AP 4 , Heavy
Krak Missile: Range -, Damage 4d8, AP 6, SBT, Heavy
Melta Bomb: Range 1/2/3, Damage 6d10, AP 12, Heavy, SBT, can only be used on vehicles or very large / immobile targets.
Plasma Grenade: Range 4/8/10, Damage 2d8, AP 2, SBT
Photon Flare: Range 4/8/10, MBT, Agility check or be blinded, Vigor roll at end of each turn to recover.
Web Grenade: Range 4/8/10, MBT, Web

Xenos Weapons:
Digi-Weapon: Acts as a needle pistol, inferno pistol, plasma pistol, hand flamer or laspistol with 1 ammo. Can only be identified as a weapon with a very close inspection.
Drukhari Splinter Pistol: Range 12/24/48, Damage 2d4 , AP 0 , ROF 3, Ammo, STR d4, Toxic (Mild)
Drukhari Splinter Rifle: Range 24/48/96, Damage 2d8, AP 0, ROF 3, Ammo, STR d4, Toxic (Mild)
Eldar Shuriken Catapult: Range 24/48/96, Damage 2d8, AP 5, ROF 1, Ammo, STR d4, Three-Round Burst
Eldar Shuriken Pistol: Range 12/24/48, Damage 2d4, AP 5, ROF 1, Ammo 40, STR d4, Three-Round Burst
Krootbow: Range 24/48/96, Damage 2d6, AP 3, ROF 5, Ammo 20, STR d6, Toxic (Mild)
Ork Shoota: Range 24/48/96, Damage 2d10, AP 2, ROF 3, Ammo 30, STR d8, More Dakka (must always fire at full ROF)
Ork Slugga: Range 6/12/24, Damage 2d8 , AP 2, ROF 1, Ammo 6, STR d6
Tau Pulse Rifle: Range 120/120/120, Damage 2d8, AP 2, ROF 3, Ammo 36, STR d4


Melee Weapons:
Chainsword: Damage STR +d10, AP 2, +1 Parry
Power Sword: Damage STR +d8, AP 6, +1 Parry
Power Axe: Damage STR +d10, AP 6, 2-handed, -1 Parry
Power Fist: Damage STR +d12, AP 6, -1 Parry, Heavy, character cannot use the hand holding this weapon without spending 30 seconds to remove the fist first.
Power Maul: Damage STR +d8, AP 2, Shock Field.
Shock Maul: Damage STR + d6, AP 0, Shock Field
Thunder Hammer: STR +d8, AP 2, Heavy, target must make a STR check or be knocked down.
Force Sword / Staff: Damage STR + d6, AP 2, +1 Parry, a psyker using this can spend 1-3 power points when an attack hits to add +1d6 damage to the hit per point, and give the weapon the Heavy property for that attack.
Ork Choppa: STR +d6, AP 2, -1 Parry, deals an additional d6 damage when used to make a Wild Attack.
Stryxis Ghostblade: 3d6. AP -, +1 Parry, Aether


Weapon Qualities:

Aether: This weapon passes harmlessly through non-living material. The damage from this weapon ignores artificial Armour (natural armour, a Daemonic Aura or armour from the Protection power still applies normally), does not add the Strength bonus, and has no effect on unliving targets or Construct enemies. The wielder of a melee weapon with this quality cannot use it to block physical attacks from artificial weapons, meaning they count as an Unarmed Defender unless they have another weapon. It still blocks natural weapons or psychic weapons.

Maximal: When fired, this weapon can use Maximal mode, and gains +4 damage. It cannot be used for one round afterwards as it recharges.

Overheat: On a critical failure, the weapon overheats after firing, and the user must either drop it or take a hit from the weapon. In either case, the weapon cannot be fired for one round as it cools.

Shock Field: A target hit must make a Vigor check or be Vulnerable for one round, or Stunned on a critical failure.

Toxic: If the target is Shaken or takes a wound from this weapon, they must make a Vigor check or suffer the listed type of Poison. No effect against unliving enemies.

Web: As the Entangle power with Hardness 7 and breakout rolls at -2, using the attack roll instead of the casting roll.
This message was last edited by the GM at 19:36, Tue 07 Dec 2021.
GM
GM, 19 posts
Sat 30 Oct 2021
at 22:58
  • msg #5

Armour

Armour:
Armoured Bodyglove: 3
Armoured Voidsuit: 5, Environmental Protection *
Eldar Raider Armour: 5, always counts as having a knife available, Environmental Protection
Flak Armour: 3 (5 against Blast attacks where the wearer was not directly hit)
Carapace Armour: 5
Heavy Power Armour**: +9 Armour, +2 Toughness, +2 Size, -2 on Agility and Athletics checks, +2 STR die types, Environmental Protection
Light Power Armour**: +7 Armour, +1 Toughness, +1 Size, -1 on Agility and Athletics checks, +1 STR die type, Environmental Protection
Mesh Armour: 4 (appears as a cloak or tight-fitting garment)
Voidsuit: 2, Environmental Protection *
Xeno-Chitin Armour: 5

* Voidsuits impose -2 Pace and a -2 penalty on Agility and Athletics checks in environments with gravity.

** The power supply on power armour can keep it running for 10 hours. When unpowered, the user loses the Strength bonus and needs a d8 (Light) or d10 (Heavy) Strength to move at all, other than to shed the armour. If they can move, they move at half speed and take a -2 penalty on any skills requiring physical movement and on Agility checks. The Size increase imposed by power armour does not add to Toughness.


Shields:
Crusader Shield: +3 Parry, Cover -4, STR d6
Suppression Shield: +3 Parry, Cover -4, can be used as a weapon (damage STR + d4, Shock Field), STR d8
Storm Shield: +2 Parry, also acts as an 8+ Force Field, STR d8.

Force Fields:
Roll 1d10 when hit by an attack. On the indicated number or higher, the hit is stopped. On a 10, the field blocks the attack and then burns out for the rest of the scene.
Refractor Field: 7+
Conversion Field: 6+, if the field blocks an attack that deals 10 or more damage, then a flare of light is emitted equal to a Photon Flash grenade.
Displacer Field: 4+ On a success, you teleport d6” in a random direction. If there is another creature, no floor or a solid object in that space then you do not teleport and the attack hits.
GM
GM, 20 posts
Sat 30 Oct 2021
at 22:59
  • msg #6

Bionics

Cybernetics:

Strain is equal to the lower of the Spirit or Vigor die type.

Augmented Muscle: Synthetic muscles augment the normal ones, making the character appear visibly bulkier, Raise Strength by one die type. A second level grants the Brawny edge. 1-2 purchases, 1 Strain each.

Bionic Arm: Removes the Lost Arm hindrance, raises Strength by one die type and a punch with a bionic arm is a natural weapon that deals Strength +d4 damage. No additional bonus for two arms. 1-2 purchases, 1 Strain each.

Bionic Leg: Removes the Slow hindrance caused by leg damage or loss, raises Pace by 2, and a kick with a bionic leg is a natural weapon that deals Strength +d4 damage. With two legs, gain +1 to Athletics checks relating to running and jumping and the Pace bonus increases to 4. 1-2 purchases, 1 Strain each.

Bionic Lungs: These replacement lungs incorporate air filters and an oxygen cell that kicks in if the environment is unbreathable. The character is immune to airborne toxins and can hold their breath for up to 1 hour. 1 purchase, 2 Strain.

Bionic Eye: An implant valued as much for its imposing appearance as augmetic properties, this grants the Infravision creature trait, and +1 to Notice rolls (+2 with two eyes). 1-2 purchases, Strain 1 each.

Cortex Implant. Computerising parts of the brain can result in increased speed of thought, but inevitably affects the personality. Removes the Brain Damage critical damage result, raises Smarts by one die type, and the character gains a Minor Hindrance of some kind, such as Quirk, Phobia or Nightmares. 1 purchase, 2 Strain

Cosmetic Reconstruction: The character can have their face or body expertly remodelled to appear more attractive, more horrifying, or to remove scarring. The character gains their choice of the Intimidating or Attractive edge (or Very Attractive if they already had Attractive), or removes the Scarring critical damage result. 1-2 purchases, Strain 1 each.

Dermal Armour: Plates of armour implanted on the chest and limbs and reinforced bones may give the character a somewhat angular appearance, but provide solid protection. Gain +2 Armour, which stacks with worn armour. 1-3 purchases, 1 Strain each.

Energy Cell: A battery implanted in or mounted on the character’s body recharges from their body heat and kinetic energy, allowing the character to power devices with his own body. It can power a tool or device for 8 hours (hololith tablet) to 3 rounds (cogitator bank) depending on the size and power draw, or can charge a laser weapon (48 shots laspistol, 24 lasgun, 1 lascannon). It requires 8 hours to recharge after use.

Gastral Bionics: Bionic guts supply the body with nutrients more effectively, and can filter out toxins. The character gains +1 die type in Vigor, can gain sustenance from any organic material, and is immune to poison and disease through food or drink. 1 purchase, 2 Strain.

Mind Impulse Unit: The character can link themselves to a suitably modified gun, non-bionic tool, or vehicle (including starships), and partially operate it with neural impulses alone. The character gains +1 to Computer, Pilot, Repair, Shooting, Research or Science using the linked item (or Repair checks made upon the item). The item being linked to must be customised for this interface, and each skill bonus requires a different implant. Only one item or vehicle can be linked to at a time, even if the character has multiple implants. 1-6 purchases, 1 Strain each.

Organ Replacement: Damaged, unwanted or failing organs can be replaced with more resilient mechanical ones. For each purchase, the character gains +1 Toughness and removes one Guts critical damage result. 1-3 purchases, 1 Strain each.

Vitae Ward: Supplemental systems keep the character alive in the event of critical damage. The character gains +2 vs Bleeding Out, and to Vigor checks to avoid critical injuries. 1 purchase, 1 Strain

Voidskin. The character’s body is treated to survive in hostile environments, including the depths of space. They can survive up to their Vigor die type in hours without suffering the adverse effects of pressure, airborne toxins, vacuum or radiation, although they will still need an air supply. In addition, they do not suffer Fatigue from heat or cold. This does not protect against attacks using those elements, such as a Toxic weapon, a lasgun, a flamer, etc. 1 purchase, 2 Strain.


Mechandrites:

One of the trademarks of the Adeptus Mechanicus, these flexible mechanical tentacles are tipped with useful devices and accessories. They can only be attached to someone with the Mechanicus Implants Edge, and only one of each can be taken. Reduce the multi-action penalty by 2 when taking actions with mechandrites. Mechandrites have no Strain cost, but count as 1 Strain when purchased with Edges or the bonus implant of an Explorator.

Lascutter: Incorporates a laspistol weapon, can also be used to cut open doors and hatches (requiring 1-10 minutes). Can shoot around corners or over cover without exposing the character, at -4.

Manipulator: Treat Strength as 2 higher for the purposes of lifting, pushing or breaking things with this heavyweight arm. Grants +2 to checks made to climb.

Medicae: Counts as medical tools, also grants a reroll on failed Healing checks. Includes a saw, which can be used to make a Fighting attack dealing 2d6 damage, AP 0.

Optical: Can scan and record whatever it sees. +2 to Notice and Research checks involving observing fine details. Can be extended to 5ft long, and used to look around corners or over cover without exposing the character.

Scanner: Grants a reroll on failed Research and Science checks.

Toolkit: Grants a reroll on failed Repair checks.
This message was last edited by the GM at 01:00, Wed 17 Nov 2021.
GM
GM, 26 posts
Mon 1 Nov 2021
at 01:05
  • msg #7

Vehicles

Scout Bike:
Size 4 (Large)
Max Speed 80mph
Handling +2
Off-Road (every 2" of rough terrain is treated as 1.5"), Open-Topped (50% chance a non-called shot hits the rider)
Crew 1 + 1 passenger
Weapons:
Dual Boltguns (front, fixed): +1 Shooting, +2 Damage
Toughness 8 + Armour 5

Based on the model used by Space Marines, this heavy-duty bike is designed for rapid and well-armed land travel.

Rhino:
Size 6 (Large)
Handling +0
Top Speed:
Toughness 14 + Armour 7
Heavy Armour, Tracked, Low Maintenance (Repair checks on this vehicle have a +2 bonus)
Crew 2 (driver, copilot / gunner) + 10 passengers
Weapons:
Twin-Linked Boltguns: +1 Shooting, Range 24/48/96, Damage 3d6+2, AP 4, ROF 3, Ammo 30
2x Grenade Launcher: Range 4/8/10, ROF 3, Ammo 3, usually loaded with Blind or Frag grenades

A versatile and rugged APC, the Rhino is most associated with the Adeptus Astartes, but is easy enough to produce that it is easily available throughout the Imperium.


Chimera:
Size 6 (Large)
Handling +0
Top Speed:
Toughness 15 + Armour 7 (9 front)
Amphibious, Heavy Armour, Tracked, Gun Ports (3 passengers can fire Rifle-type weapons out of each side)
Crew 2 (driver, copilot / gunner) + 10 passengers
Weapons:
Multilaser: Range 80/180/240, Damage 4d6, AP 3, ROF 4
Heavy Bolter: Range 60/120/180, Damage 3d8, AP 5, ROF 3
Heavy Flamer: Replaces Heavy Bolter, Range Cone +d6, Damage 2d10+2, AP 0, ROF 1 Flame

The standard transport of the Astra Militarium, the Chimera is a durable and well-armed workhorse that can effectively deliver Guardsmen into the fray and provide covering fire.


Arvus Lander:
Size 7 (Large)
Handling +0
Top Speed: 700mph (4" in space combat)
Hover
Toughness 15 + Armour 10
Hover
Crew 2 (pilot, copilot) + 12 passengers or equivalent in cargo
Unarmed

A light cargo shuttle used for quick and efficient transit between safe ports.


Aquila Lander:
Size 7 (Large)
Handling +2
Top Speed: 900mph (5" in space combat)
Hover
Toughness 14 + Armour 7
Crew: Pilot + 10 passengers or equivalent in cargo
Weapons:
Autocannon: Range 100/200/300, Damage 3d8, AP 3, ROF 3, Ammo 60, STR d12, Snapfire

This fast and armed lander is good for probing unknown planets.


Gun-Cutter
Size 10 (Huge)
Handling +0
Top Speed: 1100mph (5" in space combat)
Heavy Armour, Hover
Toughness 20 + Armour 15
Crew: Pilot + Gunner + 30 passengers or equivalent cargo (or long-term accomodation for 6 people)
Weapons:
Twin-Linked Long-Barrelled Autocannon: Shooting +1, Range 200/400/600, Damage 3d10+2, AP 3, ROF 3, Ammo 300
2x Twin-Linked Heavy Bolters: Shooting +1, Range 60/120/180, Damage 3d8+2, AP 5, ROF 3, Ammo 600

This is a multi-purpose air and void-craft, which is suitable as a dropship or fire support vehicle, or a well-armed exploration vessel that can go on long deployments. Often used by individuals such as Inquisitors or Rogue Traders who need a versatile, tough and well-armed transport.
GM
GM, 39 posts
Wed 17 Nov 2021
at 00:58
  • msg #8

Other Equipment

Other Equipment:

Bomb Fluid: This viscous gel is inert when applied or poured out, but any kinetic shock will cause it to explode. It is most often used to create demolition charges or to breach buildings or vehicles, but can also be used to create booby traps. A trap or blasting charge created using this substance deals 3d10 damage with the Heavy property and a Small Blast, and can be evaded. Common.

Flak Spray: This aerosol can be applied to a suit of normal clothes as an action, causing it to stiffen enough to provide Armour 3 for one scene. This does not stack with other worn armour. Rare.

Holo-Suit: This luridly coloured suit engages when the user moves quickly, obscuring their location with blurs and shimmering light, and sending off false images. It enables the user to use the Deflection power, activated with an Athletics rather than a casting roll. This can be performed with an action, or occurs automatically when the wearer uses the spring action. A holo-suit cannot be used with worn armour. Near Unique.

Jovian-Pattern Modular Base: This module can be quickly deployed from a drop pod or transport, and after half an hour of setup, will produce a ready-made shelter that can withstand all but the most brutal natural environments (along with airlocks for use in aquatic, toxic or airless environments), and can be readily expanded by deploying additional shelters. A basic shelter contains four linked buildings powered by solar energy, each of which can provide accommodation for 6 people in comfort (12 cramped) or an equivalent amount of equipment. Common.

Jump Pack: The Jump Pack is most often associated with the assault troops of the Space Marines and Sisters of Battle. It can be used as an action to gain a Fly speed of 10 (or to negate damage from a fall), but cannot be used on consecutive rounds. Wearing one has a Strength minimum of d6, in the same manner as armour. Rare.

Power Board: This flat hoverboard uses anti-gravity generators to enable the rider to “surf” up to three feet above the ground. It is controlled using the lower of the Piloting or Athletics skill, and grants a Fly speed of 15, and raises the running die two steps (but failed checks will generally send the user tumbling). It can also be used to negate falling damage or perform various stunts if the roll is made. Near Unique.

Warp Songbird: This mechanical toy bird will start to sing if it detects an impending Warp breach nearby, or the presence of daemons within 10 metres. A ship with this bird aboard will not take damage from a Warp Rift or Warp Drive Implosion nearby (though it will still be cast into the warp, if applicable), and grants the crew +2 on rolls to detect a daemonic Intruder from the Warp Encounters, and +2 on the first Boarding Action roll against a Gellar Field Failure. Near Unique.
GM
GM, 40 posts
Wed 17 Nov 2021
at 00:59
  • msg #9

Craftsmanship

Craftsmanship

Master-Crafted Ranged Weapons: The weapon gains one level of rarity. Add two bonuses from the following list:
+1 Shooting when using the weapon
+50% range (to each range band)
+2 damage
+1 ROF, if weapon has ROF 2 or more
Double ammo capacity
Reduce Strength requirement by one die type (d4 minimum)

Master-Crafted Melee Weapons: The weapon gains one level of rarity. Add two bonuses from the following list:
+1 Fighting when using the weapon.
+1 Parry
+2 damage

Master-Crafted Armour: The armour gains one level of rarity. Add two bonuses from the following list:
+1 Armour
The armour value applies against flame weapons.
The armour has environmental seals that render the wearer immune to damage from airborne poisons or lack of air, and has a built-in air supply for 10 minutes (or more if tanks are carried). If the wearer suffers a Wound from a non-blunt weapon, the suit is breached.
Arcane powers (including friendly ones) are cast at -2 when they target or include the wearer.
GM
GM, 41 posts
Mon 22 Nov 2021
at 00:34
  • msg #10

Craftsmanship

Item Rarities:

Vehicles:
Common: Rhino, Attack Bike
Rare: Halo Barge, Chimera, Arvus, Aquila
Very Rare: Gun-Cutter, Halo Barge

Pistols:
Abundant: Slug Gun, Laspistol
Common: Hand Flamer, Autopistol
Rare: Bolt Pistol, Plasma Pistol
Very Rare: Needle Pistol, Inferno Pistol

Rifles & Special:
Abundant: Shotgun, Lasgun
Common: Autogun, Flamer, Grenade Launcher
Rare: Hellgun, Boltgun, Plasma Gun, Meltagun
Very Rare: Needle Rifle

Heavy Weapons:
Common: Heavy Stubber, Missile Launcher
Rare: Autocannon, Heavy Bolter, Heavy Flamer, Lascannon
Very Rare: Multi-Melta, Plasma Cannon

Grenades & Missiles
Abundant: Frag Grenade
Common: Krak Grenade, Blind Grenade, Photon Flare, Frag Missile, Krak Missile
Rare: Melta Bomb

Xenos Weapons:
Rare: Ork Slugga, Ork Shoota
Very Rare: Shuriken Catapult, Shuriken Pistol, Splinter Pistol, Digi-Weapons, Krootbow, Pulse Rifle
Near-Unique:

Melee Weapons:
Abundant: All standard melee weapons.
Rare: Chainsword, Power Maul, Ork Choppa
Very Rare: Power Sword, Power Axe, Force Weapon

Armour:
Common: Flak, Voidsuit, Crusader Shield
Rare: Carapace, Mesh, Armoured Bodyglove, Armoured Voidsuit, Refractor Field, Suppression Shield
Very Rare: Light Power Armour, Xeno-Chitin, Conversion Field, Storm Shield
Near-Unique: Heavy Power Armour, Displacer Field

Equipment:
Bomb Fluid: Common
Flak Spray: Rare
Holo-Suit: Near Unique
Jovian-Pattern Modular Base: Common
Jump Pack: Rare
Power Board: Near Unique
Warp Songbird: Near Unique
This message was last edited by the GM at 19:44, Tue 07 Dec 2021.
Sign In